Christmas Monsters PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
iamajackalope

12-17-07, 11:39 AM
This is my first of a series of monsters that my PCs will be fighting tomorrow evening in my one shot Christmas themed adventure. Not mentioned in the Grinch entry is that a Grinch is always accompanied by a Max which will follow shortly.

Grinch
Monstrous Humanoid

Hit Dice: 6d10+16 (49 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +3 Dex, +4 natural, +4 chain shirt), touch 12, flat-footed 17
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d6 +7) or Lugie +9 ranged (1d4 +7 plus 1d4 acid)
Full Attack: 2 Claw +12 melee (1d6 +7) or 1d4 Lugies +9 (-2 for each additional Lugie) ranged (1d4 +7 plus 1d4 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slobber
Special Qualities: Darkvision 60ft., detect good
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 25, Dex 17, Con 18, Int 7, Wis 11, Cha 5
Skills: Balance +1, Climb +5, Escape Artist +1, Hide -3, Jump +5, Listen 0, Move Silently +1, Sleight of Hand +1, Spot +9, Swim +3, Tumble +1
Feats: Improved Initiative,Point Blank Shot,Precise Shot
________________________________________ _______________________
Environment: Any mountainous, usually cold mountains up north
Organization: Loner, or Mating Pair
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -


A crazy green furry thing in a Santa suit stares you down. You can't help but get the feeling that his heart is two sizes too small.

The eight foot tall monstrosity is a beast of the northern mountain ranges. It has been know to be especially active during the winter months and has been known to regularly attack near Wintereenmas. No one knows why this time of year sees the most attacks. The creatures appear too stupid to think anything is different but apparently their internal clock just happens to tell them to attack during this week.

Combat
This disgusting creatures favorite tactic is to nail an opponent with both claws and then shake its face spraying the poor target with highly acidic spittle. It is known to go "blibbal-blibbal-blibbal-blibbal" during this attack. Usually the Grinch with begin a fight with a volley of lugies sent in the general direction of its target.


Slobber (Ex): If both claw attacks hit during a full attack then the Grinch will shake its face in the face of its target spraying the poor sap with acidic spittle. This attack deals an additional 2d4 acid damage to the target and causes them to be nauseated. A fortitude save of 17 (10+1/2 hit dice+CON mod) negates the nausea.
Detect Good (Sp): This special ability duplicates the effects of a detect good spell. It is always active and usually bad for any nearby good creatures.

Society
Grinches are loners. The only reason you would see more than one is if there are two and the only reason for two to get together is to procreate. Not a sight anyone should be subject to.
iamajackalope

12-17-07, 12:05 PM
Max
Small Magical Beast

Hit Dice: 2d10+4 (15 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 size, +6 Dex, +2 natural), touch 17, flat-footed 13
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d4 +1) or Gore +4 melee (1d6 +1)
Full Attack: 2 Bite +4 melee (1d4 +1) and gore -1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shake
Special Qualities: Darkvision 60ft., detect grinch, low-light vision, scent
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 12, Dex 22, Con 14, Int 3, Wis 12, Cha 6
Skills: Hide +10, Listen +6, Spot +1
Feats: Improved Initiative
________________________________________
Environment: Any mountainous, usually mountains up north
Organization: Solitary, Mating Pair, or Litter (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Small); 5-6 HD (Medium)

This little brown creature could be described as a dog if it weren't for the strange bulbous red nose and protruding horn. Also it stinks, really bad.

With a bulbous red nose and a multi-pronged horn this little smelly dog-thing is always seen trailing around on the heels of a Grinch. If one is every alone it is off to mate or on its way to a Grinch. The demented little thing attacks anything that its Grinch attacks and is happy to eat the leftovers that its Grinch will always throw its way. If a Max runs to a Grinch that already has a Max then the two Maxes will fight to the death usually to the enjoyment of the Grinch and the winner will follow the Grinch around.

Combat
Max's will run horn first into the nearest enemy, usually the one its Grinch launched lugies at. With no concern for its own well being a Max will not run away from combat unless its Grinch is killed. Once the Grinch is killed the Max will flee as fast as it can to the next nearest Grinch. The Max will attempt to land two quick bites into an opponent, disregarding its own horn and shake violently. The resulting tearing of flesh is usually greeted with a jolly laugh from the Grinch.

Shake (Ex): If both Bite attacks land then the Max will make an opposed roll of its DEX versus the target's STR. If the Max wins the roll then it automatically deals an additional 2d4 damage to the opponent.
Detect Grinch (Sp): Inexplicably, Maxes are seen accompanying a Grinch. Research and magical observation have proven a disconcertingly accurate ability to track the next nearest living Grinch. None are sure how it happens but Maxes have traveled thousands of miles only stopping to eat and sleep in their search for a Grinch.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Society
Maxes are always with Grinches at a one to one basis. If a Max's Grinch is killed then it will track the next nearest living Grinch. If that Grinch already has Max then the two will fight to the death. If the Maxes meet and are of opposite gender then they will typically mate and the male will leave in search of another Grinch.
M1kh43l_P4r4d1s0

12-17-07, 12:13 PM
First, shouldn't the Grinch be a monsterous humanoid? Also, either his intelligence or wisdom (possibly both) need to be higher. He was really, really intelligent, at least in the animated movie. Max was a regular dog, and not a rare creature. His antler was tied onto his head, along with the nose. However, the write ups are good.
iamajackalope

12-17-07, 12:26 PM
Carnivorous Raindeer
Medium Magical Beast

Hit Dice: 1d10+1 (6 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: fly 50 ft. (average)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Gore +4 melee (1d6 +3)
Full Attack: Gore +4 melee (1d6 +3) and bite -1 melee (1d6 +1) and 2 hooves -1 melee (1d4 +1) Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60ft., flight, low-light vision, resistance to energy
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 16, Dex 18, Con 12, Int 5, Wis 12, Cha 12
Skills: Listen +1, Spot +5
Feats: Improved Initiative
________________________________________
Environment: Any mountainous, usually mountains up north
Organization: Solitary, or Team (9)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic neutral
Advancement: 2 HD (Medium); 3 HD (Large)

In front of you is a perfectly average looking raindeer, well except for the fact that it is continually moving its legs as if walking and is hovering a few feet off the ground.

This brown relative to deer enjoys its carnivorous diet. Some say that once a raindeer goes carnivorous it learns how to fly. It may seem nonsensical but how many carnivorous raindeer do you know? All flying raindeer are hunted down and killed by Santa Claws and his team so that there are only ever nine in the world, eight "normal" ones and one mighty raindeer called the Rudolph. For some reason only female raindeer go carnivorous, typically after mating.

Combat
Raindeer dive from above in an attempt to skewer their target with razor sharp antlers. They retreat to high altitudes if the going gets too tough.

Flight (Su): A creature with this ability can cease or resume flight as a free action. Even though they have normal flight maneuverability Carnivorous Raindeer can stop moving forward and hover for any length of time.
Resistance to Cold (Ex): Carnivorous Raindeer ignore the first 5 points of cold damage. In fact, I think they like it.

Society
These raindeer do not mate and do not meet except to join Santa's team. Either they are on their own being hunted by Santa and his team or they belong to the squad.
iamajackalope

12-17-07, 01:22 PM
Bumble
Huge Monstrous Humanoid (Cold)

Hit Dice: 8d8+56 (92 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+25
Attack: Teeth +15 melee (1d8 +9)
Full Attack: Teeth +15 melee (1d8 +9) and 2 fist +10 melee (1d6 +4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fear Roar, improved grab, swallow whole
Special Qualities: Darkvision 60ft., detect joy, bumbles bounce
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 28, Dex 14, Con 24, Int 6, Wis 12, Cha 14
Skills: Hide +5, Listen +1, Spot +1 Feats: Awesome Blow, Improved Bull Rush, Power Attack
________________________________________
Environment: Any cold mountainous, Arctic, usually northern mountain ranges
Organization: Solitary, or Mating Pair
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)

This strange looking creature stands thirty foot tall and is covered in snow white fur. The face, hands and feet are all exposed and are the most unnatural blue color. It has sharp looking teeth.

Bumbles are arctic creatures that feast on anything and everything. They live alone because it takes a lot of food to feed a thirty foot tall arctic creature and as National Geographic Wizards Society will tell you there is typically little life in arctic regions.

Combat
If all goes according to the bumble's limited plan it will jump out, roar, and swallow anything that it finds. The mix between stealth and brazen attack takes most unsuspecting prey items off guard. That's right, I just called you a prey item.

Fearful Roar (Sp): The Bumble lets loose a ferocious roar that stuns any in a cone in front if it with stench and terror. Unlike most fear effects this one causes the target to be immobile in terror for 1d8 rounds and drop anything that it is holding. A will save of 16 (10+1/2 hit dice+CON mod) prevents someone from being frightened for 24 hours by the same Bumble. This is a mind effecting spell-like ability.
Improved Grab (Ex): If the Bumble lands a bite attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The Bumble has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself. The creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage. When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Swallow Whole (Ex): If a Bumble begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. While a creature is swallowed it takes 2d8 subdual bludgeoning damage and 1d6 acid damage. Twenty-four hours after being consumed the body of the swallowed creature has been completely disintegrated and absorbed by the bumble. A swallowed creature can try to cut its way free with any light slashing or piercing weapon and dealing 15 hp of damage against an AC 14 (10+1/2 Natural Armor) or it can just try to escape the grapple. The hole does not close with muscular action, that is just silly, instead the bumble continues to bleed losing 1d4 hp of damage per turn until it is either magically healed or licks its wound (bumble spit has curative properties 1d4 hp per 8oz if ingested or 1 hp applied as a salve, the former does not affect bumbles). Until healed another swallowed creature can just slip out of the convenient opening. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
Detect Joy (Sp): Bumbles can detect people having a good time and for some spiteful reason want to stop them. Some believe other's powerful joy emotions trigger migraines in the mildly psychic bumbles. Love and other strong positive emotions have the same effect. This is always active. Oh, and for you sneaky gamers faking emotion does not work and the migraine has no impact on the bumbles battle tactics or ability just its tempermentality.
Bumbles Bounce (Ex): Bumbles ignore 10'/hit dice in falling damage and have a 60% return after hitting the ground (they bounce back up 60' after falling 100' then they bounce up 36' after falling 60' then 21' then 13' then 8' then 5' then 3' then 2' then 1' then they settle to the ground having taken only 2d6 damage because the return bounces reset the 10'/hit dice limit). After the initial ignoring of damage any additional damage is treated as subdual. You cannot kill a bumble by dropping it from any height, something to do with fat deposits hard to tell though.
Bumbles Sink (?): Through general ineptitude and a very dense body (some physics guy figure this out for me 30' tall sinking at rate of 80' every 6 seconds) a bumble cannot swim and will sink at a rate of 10' times hit dice per round starting immediately after touching water deep enough to submerge the bumble.

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.


Society
Bumbles live alone and only gather to breed. Breeding is important for the propagation of species so most do it somehow (excuse the pun).
iamajackalope

12-17-07, 01:45 PM
Rudolph
Medium Magical Beast

Hit Dice: 3d10+6 (22 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: fly 50 ft. (average)
Armor Class: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12
Base Attack/Grapple: +3/+7
Attack: Gore +7 melee (1d6 +4)
Full Attack: Gore +7 melee (1d6 +4) and bite +2 melee (1d6 +2) and 2 hooves +2 melee (1d4 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flame breath
Special Qualities: Darkvision 60ft., flight, low-light vision, resistance to cold, absorption of fire
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 18, Dex 20, Con 14, Int 7, Wis 14, Cha 14
Skills: Listen +2, Spot +8
Feats: Flyby Attack, Improved Initiative
________________________________________
Environment: Any mountainous, usually mountains up north
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

This creature is much like a typical raindeer except for two subtle clues. First it is continually moving its legs as if walking as it hovers a few feet off the ground. Second it has a human-fist sized bulbous red nose that flickers as if on fire.

Rudolphs are identical to carnivorous raindeer except for some completely unknown reason they grow a strange nose and breath fire. Yes, a flying raindeer that breaths fire, stop laughing… now! Santa Claws always has one of these leading his team and when another surfaces the two fight to the death to see who is the superior creature. The victor takes on the mantle as team leader. Why he doesn’t train them all I really don’t know and neither does anyone else.

Combat
Rudolphs will continually flyby with their fire breath attack and then raise to their maximum range. If grounded they will make full use of all their offensive assets.

Flame Breath (Sp): Functions much like dragon breath. Rudolphs spit out a 20' cone of fire that deals 3d6 fire damage to any caught in its path and catches the person on fire dealing 1d4 extra damage until put out. Reflex save of 13 (10+1/2 hit dice+CON mod) avoids 1/2 damage and catching fire. Rudolph can use this attack every other round. On the off round the Rudolph's nose will cease glowing as it recharges.
Flight (Su): A creature with this ability can cease or resume flight as a free action. Even though they have normal flight maneuverability a rudolph can stop moving forward and hover for any length of time.
Resistance to Cold (Ex): A rudolph ignores the first 5 points of cold damage. In fact, I think they like it.
Absorbtion of Fire (Ex): A rudolph absorbs any fire damage dealt to it and converts 1/2 of it to health.

Society
The rudolph is a unique creature. Not due to any kind of freak magical disturbance but due to the fact that if a second rudolph develops Santa and his team hunt it down and either train it or kill it. The only case ever that more than one would exist is if Santa were killed or two rudolphs are fighting to the death for superiority. Something tells me that if Santa Claws were killed another would take his mantle and perform his child-snatching duty.
M1kh43l_P4r4d1s0

12-17-07, 01:55 PM
ohohoh. Do Yukon Corneilious, Sam the Snowman, and Hermy the Elf.
SpudMaster

12-17-07, 01:56 PM
Kudos -
iamajackalope

12-17-07, 02:07 PM
Freak Toy
Tiny Construct

Hit Dice: 1d10 (5 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares) (can't run)
Armor Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: 0/-11
Attack: Explosion *See Special Attacks*
Full Attack: Explosion *See Special Attacks*
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Explosive
Special Qualities: Construct traits, darkvision 60ft., low-light vision, sensitive, sticky, cannot run
Saves: Fort +0, Ref +6, Will -3
Abilities: Str 4, Dex 22, Con -, Int -, Wis 4, Cha 4
Skills: Hide +14, Listen -3, Spot -3
Feats: Improved Initiative
________________________________________
Environment: Near Santa Claws
Organization: Solitary, or Troop (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)

This little wind up toy is walking straight toward you. No, I don't know why either.

Santa's super toy machine makes these by the 1d4's. Packed full of non-magical explosives these mindless little constructs exist to blow up and not even they know when or care when for that matter.

Combat
Freak toys head for the nearest living creature with no regard to their own well being or any visible method of attack.

Explosive (Ex): After a freak toy moves it will move toward the nearest living being until it detonates. This occurs 1d4 rounds after it moves and deals 2d6 fire damage to the square it is currently on and 1/2 as much to each adjacent square.
Sensitive (Ex): If any damage is dealt to the freak toy it will fall prone, unable to get up. It will still detonate after the alloted amount of time.
Sticky (Ex): A freak toy can enter the same square as any other creature if it does so it immediately makes an opposed DEX roll. If the freak toy wins it sticks to the target and can only be dislodged with a STR check of 14 (10+arbitrary number). Once dislodged the toy is sent 1d6 squares in a direction of the dislodger's choice.
Cannot Run (?): It wasn't built to run so it can't. Yes, you can escape by out running it but it is just a toy you patsy.
A construct possesses the following traits (unless otherwise noted in a creature's entry).

Construct Traits: No Constitution score. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects. Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. Constructs do not eat, sleep, or breathe.

Society
They only exist in groups of four or less and only in Santa's evil toy shop. You won't see them anywhere else unless Santa dropped them there, like the annoying Super Mario things that Bowser dropped.
iamajackalope

12-17-07, 02:08 PM
ohohoh. Do Yukon Corneilious, Sam the Snowman, and Hermy the Elf.

I plan on doing Frosty the 20' tall snowman golem but nope, none of those ones. It is more a hodgepodge of Dr. Seuss and Rudolph and general Christmas stuff.
iamajackalope

12-17-07, 02:09 PM
Kudos -
ty for my first "kudos" ever, not that I post often but still
M1kh43l_P4r4d1s0

12-17-07, 03:38 PM
I plan on doing Frosty the 20' tall snowman golem but nope, none of those ones. It is more a hodgepodge of Dr. Seuss and Rudolph and general Christmas stuff.

those all are from Rudolph.
teamfireyleader

12-18-07, 08:43 AM
Please do the gremlins and gizmo!
HalfSlime

12-18-07, 10:21 AM
Deathray in a pear tree? (perhaps in d20 future or in Eberron)
iamajackalope

12-18-07, 05:30 PM
I've gotten a lot of requests but no positive feedback. Does anyone have an opinion on the effectiveness, balance, flavor, anything for these monsters?
iamajackalope

12-18-07, 05:32 PM
None have been play tested so I am curious as to the CR accuracy.

Santa Claws
Medium Monstrous Humanoid

Hit Dice: 8d8+32 (68 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares)in chainmail armor; base speed 30 ft.
Armor Class: 21 (+2 Dex, +4 natural, +5 chainmail armor), touch 12, flat-footed 19
Base Attack/Grapple: +8/+14
Attack: Claw +12 melee (1d6 +4)
Full Attack: 2 Claws +12 melee (1d6 +4) and Beard +10 melee (1d4 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: constrict, improved grab, rend
Special Qualities: darkvision 60ft., detect good, fast healing 2d4, resistance to energy, up the chimney
Saves: Fort +6, Ref +8, Will +9
Abilities: Str 18, Dex 16, Con 18, Int 12, Wis 16, Cha 14
Skills: Balance -3, Climb +1, Escape Artist -3, Hide +8, Jump +1, Listen +14, Move Silently +16, Sleight of Hand -3, Spot +3, Swim -4, Tumble -3
Feats: Die Hard, Improved Initiative, Multiattack
________________________________________
Environment: Cold mountainous, usually northern mountains
Organization: Unique
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)

Before you is a very fat man in a bright red chainmail suit and an ancient looking, tattered, absurd hat. His beard writhes and wriggles across his massive chest. At the ends of his arms are three-foot long claws dragging on the ground.

The Santa Claws is a unique result of the hat he wears. None know why Santa Claws exists but if he is ever killed it usually isn't long before another takes his place. He lives in the cold northern mountains and has an affinity for carnivorous raindeer and destructive toys. During Wintereenmas eve he begins his flight and for seven days and nights he attacks unsuspecting villages near to his castle dropping freak toys and kidnapping children. Santa Claws spends his time constructing freak toys and eating when he isn't out doing evil stuff.

Combat
If Santa Claws is without his raindeer then he will run into melee with the most good target, starting with chaotic good, then neutral good then lawful good, after that he has no target preference. After he takes that target down or they escape out of reach he will attempt to find a chimney to ascend in order to recover with his fast healing ability. In the event that someone were to attack Santa in his own castle he will ascend the chimney in his workshop and send out troops of freak toys while he recovers. If attacked with his raindeer he will swoop down dropping explosive toys by the 1d12's. If the going gets tough he ascends in order to heal.

Constrict (Ex): If Santa Claws makes a successful beard attack he may attempt to start a grapple check for free with no AoO. If he wins then he has the target wrapped in his insect infested beard and each subsequent turn that they remain trapped the beard deals an additional 2d4+6 bludgeoning damage.
Rend (Ex): If Santa Claws hits with both claw attacks and his beard then he uses his beard to hold them down and continues to slash his opponent to ribbons, wintereenmas ribbons. This deals an additional 2d6+12 damage.
Detect Good (Sp): This special ability duplicates the effects of a detect good spell. Santa Claws always has this ability activated and usually uses it to find targets.
Fast Healing (Ex): Santa Claws' fat tissue stores vast amounts of restorative properties. Every round Santa Claws regains 2d4 hit points as his fat disintegrates and re-energizes the jolly freak elf. He is so obese that this ability could never run out.
Resistance to Cold (Ex): Santa Claws ignores the first 5 points of cold damage, he is used to the arctic weather.
Immunity to Fire (Ex): After descending into every so many lit chimneys Santa Claws has developed a complete immunity to fire based damage. Fire doesn't hurt him at all.
Up the Chimney (Sp): This ability functions in a similar manner to flight but under very strict conditions. If Santa Claws is standing at the bottom of a flume used to misdirect smoke then he can place a finger aside of his nose and as a full action ascend up the flume at a rate of 120' per turn. Likewise he does not receive falling damage by dropping down a flume used to misdirect smoke no matter how tall the chimney.
Curse of the Santa Claws (?): See society description for what happens to one who dons the Santa Claws hat.

Darkvision out to 60 feet
Santa Claws gains a +8 bonus to Move Silently.

Society
The Santa Claws is a unique creature that no one knows the origins of. In reality, any who wear the hat of the Santa Claws slowly become the beast. Initially there is a DC 30 will save and every day that the hat is worn the will save will increase by two. The process takes seven nights of failed saves and progresses slowly making the change evident to all. The first change is the alignment starts shifting one notch at a time until the wearer becomes chaotic evil. During that change weight increases at a rate of 10d4 pounds per day. Also hair slowly changes white and falls out of the head and grows as a long beard. By day four the beard becomes animated and the wearer gains a 1d4 beard attack with the constrict ability. Every other day the claws extend out one foot longer until they reach their peak of three feet long. At one foot long the creature gains two claw attacks of 1d4 damage. Eventually the new Santa Claws seeks out a mountainous winter hideout and begins crafting his red chainmail suit and begins collecting his carnivorous raindeer team. His first duty is to clear the world of carnivorous raindeer except for his team and collect a rudolph. After that the wrath of the Santa Claws will soon again reign over the Northlands.
iamajackalope

12-18-07, 05:34 PM
those all are from Rudolph.

I know where they are from I just wasn't going to do them. Yukon is a PC though as is Hermy. The former is a dwarven Fighter with a Heavy Pick and the later is a Ranger who wants to be something else but feels obligated to continue being a Ranger. The other PCs are Jack Frost, human wizard, and Kris Kringle, gnomish druid.
Drenack

12-18-07, 06:19 PM
I really, really want to use this for a game.
iamajackalope

12-18-07, 06:55 PM
I really, really want to use this for a game.

go for it just tell me how they play and all about the PCs
Drenack

12-18-07, 09:00 PM
cool, thanks can't guarantee I'll get it used but I'll try to get it in.

also I may not use the PC's you listed, because I already have a campaign I can work this into.
teamfireyleader

12-19-07, 09:34 AM
I think the monsters are good but i'm not too good at CRs. I think that the explosive toys should either be CR2/CR-. This is because 2d6 will severly KO all but the fighters in a group. They would be CR- if the PCs were attacking the creating machine and it was producing them for defence. please can you do gremlins/gizmo/nightmare before christmas.
celestialkin

12-19-07, 10:01 PM
What, no Hanukkah or Kwanzaa monsters?
iamajackalope

12-19-07, 10:45 PM
What, no Hanukkah or Kwanzaa monsters?

hanukkah harry doesn't seem very threatening, maybe he could be the shop keeper, (sorry for bad jewish stereotype)
teamfireyleader

12-20-07, 12:49 PM
As i haven't heard of chanukah harry (yes i spell it like that.) i can't be offended. Oh by the way can you do the golem that slept in the rabbi's attic. An intelligent flesh golem? By the way considering that i celebrate chanukah do i want to know?
faghter_hero

12-20-07, 02:07 PM
And all this time I'd had Santa Claws down as a Medium Outsider with the Willing Deformity: Obese feat, and 20 ranks of Hide so it could creep into people's houses at night and stuff children into a Bag of Devouring...
iamajackalope

12-20-07, 03:53 PM
And all this time I'd had Santa Claws down as a Medium Outsider with the Willing Deformity: Obese feat, and 20 ranks of Hide so it could creep into people's houses at night and stuff children into a Bag of Devouring...

I thought about building him that way but then abandoned it for other flavor. I gave up the sneak into houses thing and just flew with the name pun and a few other little things that I liked. Oh and I haven't decided what this Santa does with kidnapped children but everyone knows that if you have an evil santa figure then it kidnaps children, has to, its state law.
iamajackalope

12-20-07, 03:54 PM
As i haven't heard of chanukah harry (yes i spell it like that.) i can't be offended. Oh by the way can you do the golem that slept in the rabbi's attic. An intelligent flesh golem? By the way considering that i celebrate chanukah do i want to know?

Some joke I heard somewhere about santa clause equivalents for other winter holidays. That is the only one I remember though. Wasn't the Golem either a clay or stone golem?
teamfireyleader

12-21-07, 12:35 PM
No idea! oh well, it was only an idea. The golem probably was clay or stone, it was a long time ago when it was in the sermon at synagogue. I think it would probably want to be left alone.